| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +8 |
| DEX | 16 | +3 | +8 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | −1 | −1 |
Magic Resistance. The wolf has advantage on saving throws against spells and other magical effects.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Preternatural Movement. The wolf's long jump distance and standing jump height is 30 feet, and its movement is not affected by difficult terrain.
Pounce. If the wolf moves at least 20 ft. straight toward a target and then hits it with a Bite attack on the same turn, the target takes an extra 2d8 force damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the wolf can make another Bite attack against it as a bonus action.
Deathless. The wolf regenerates 10 hit points at the start of its turn unless it takes radiant or necrotic damage before its turn. If the wolf is reduced to 0 hit points, it is knocked unconscious and becomes incapacitated for 1 minute, after which it regains 50 hit points and the benefits of a short rest.
Multiattack. The wolf makes two bite attacks, uses its special attack or casts a spell.
Bite. Melee Attack Roll: + 9 to hit, reach 5 ft., one target. Hit: 2d6 + 5 piercing damage plus 2d8 force damage.
Arcane Conduit (Once per Short Rest). The wolf channels ambient arcana in a 20-foot radius around it. Allied creatures in this area gain a +2 bonus to their spell attack throws and spell save DC until the beginning of the wolfs next turn.
Innate Spellcasting. The wolf's innate spellcasting ability is Constitution (spell save DC 14, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: magic missile (2nd level), shield, arcane vigor
- 1/day each: locate creature, mislead
Arcane Shift. The wolf magically teleports up to 30 feet to an unoccupied space it can see. It can take up to two creatures with it when it does so.
Howl of Kharanath (Once per Long Rest). The wolf howls. Each allied creature within 30-feet of the wolf gains 20 temporary hit points, and have advantage on their attack rolls until the end of their next turns.
Each hostile creature in the same area that can hear the wolf must make a DC 17 Wisdom saving throw or take 2d6 psychic damage and become frightened of the wolf and its allies until the end of their next turns.
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